Line 68: | Line 68: | ||
==Summaries copied from pot page I'll edit them when I get time== | ==Summaries copied from pot page I'll edit them when I get time== | ||
Added aba to ju page so that's one character done | Added aba to ju page so that's one character done, | ||
Now pot, next one is Dizzy | |||
===<font style="visibility:hidden" size="0">Anji</font>=== | ===<font style="visibility:hidden" size="0">Anji</font>=== | ||
{{MatchupConciseWriteup|character=Anji Mito | {{MatchupConciseWriteup|character=Anji Mito |
Revision as of 21:00, 2 September 2022
Hello play EFZ!!!!!
ACPR/Justice Stuff
Air Routing explanation
- Stolen from JU Channel, text by JUSTICE.JAV
[ . . . ]
The j.P loop sometimes changes based on the character, and sometimes you have to eyeball it, a few things you have to ask yourself when going for it is
A;) Which character I'm doing it on?
B;) What's the scaling like?
C;) What's the height right now?
So A is stuff like, are they light? Are they heavy? Are they named Sol Badguy? The loop can change from this
B is simple, everyone gets heavier the more scaled a combo is, so if you wanna go for a J.P loop on a light character, but you were just doing a big combo like that, you might have to treat them as if they're heavier than usual
C is the toughest one, because that's usually where your variations come in, a few things to keep in mind with the height is the property of the air moves, Justice j.P and j.K are a lot more important than you think when it comes to controlling a j.P loop
[ . . . ]
j.PPSH is the standard we know it already
j.PKSH is really important too, characters that are kinda heavy, sometimes you do air SMS FRC at a crappy height, whatever j.PK will knock them higher than j.PP with out adding the extra scaling of j.PPPSH
Granted if your combo is giga scaled, like let's say you did a couple of reps already, at that point you gotta hold that because of hitstun decay, once things go that far, you're gonna have no choice but to go for j.PPPSH, and at that point, you're probably done, so just nuke or IR
That's just my understanding of it anyway, Hotta probably has some satanic black magic going on where he can do 6 reps or whatever, but this should be a good starting point of really understanding the loop, I think
[ . . . ]
Thing is with a lot of Justice stuff, is you gotta eyeball things way more than you think, what I just said for j.P loop? Applies to 1 hit sword enders as well, every single Justice normal with the exception of j.H (which is your ender into air SMS in a 1-hit sword situation) does something different to an air combo, and you can use this to create 1-hit sword knockdowns from even random air to airs sometimes.
There's a lot of playing out involved, you'll have to fight a lot of chars and you'll understand more and more with time
Maincord Justice Channel notable Players List
After some discussion with other JUs in the maincord, we came to this list, like all lists, it's biased and personal, we think it's a good call however and I'll be putting it here for better ease of accessing it.
will fill the rest later filling tables just sucks
NOTABLE MENTIONS: Mechzedeus (NA) palette is normal H, wiki editor ans jam mentor, Excalibur (NA) palette is idk arcana heart player (Bless) but pretty inactive nowadays
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Hotta | Japan | GGPO/Mikado | social media | Active | Best active Justice, also has a strong Sol and Faust. | please fill me | |
Rakkosan | Japan | GGPO | social media | Active | Solid, well-rounded player. Is more nutty than Hotta. | please fill me | |
Oppositeofdecay | Europe | GGPO | social media | Active? | Lab monster, wiki editor, great neutral and execution. | please fill me | |
Tronzilla | USA | GGPO | social media | Active | Solid, old school player, has great MU knowledge. | please fill me | |
Heartwad | USA | GGPO | social media | Active | Best justice in Rhode Island. | please fill me | |
Wedge | USA | GGPO | social media | Active | Idk what to put here he's pretty good | please fill me | |
JUSTICE.JAV | Canada | GGPO | scoial media | Active | Solid, Justice with great execution and Neutral. | please fill me | |
Sakurako Oomuro | Brazil | GGPO/NewStation | scoial media | Active | Justice who swears SAP is good, wiki editor, good execution and weird routes. | please fill me |
Summaries copied from pot page I'll edit them when I get time
Added aba to ju page so that's one character done, Now pot, next one is Dizzy
Anji
|
Anji's defensive options lose to Buster, but he can vortex you pretty hard. | |||
---|---|---|---|---|
Simple enough matchup without much variance for Pot. Just play him like usual, but note it can be a pain dealing with his offense. Anji trying to gorilla you won't pan out in his favor all too well. |
Axl
|
Effectively a Zoner VS Grappler matchup | |||
---|---|---|---|---|
Axl can play the close-range game very competently, but here you'll likely see him playing against you like a zoner and trying to keep you well away from arm's reach.
Infamous matchup due to its difficulty. Axl's anti-air pokes will hit you because you're so huge, you're slow and struggle to get in, gimmicks like Heavenly Potemkin Buster to approach are practically guaranteed to get punished for a lot of damage. Axl isn't going to risk getting close to you, he's going to be playing keepaway, and his terrible defensive options are why. Get in on him and he's toast. Just good luck with that, is all. |
Baiken
|
Baiken wants to block, you have Potemkin Buster. | |||
---|---|---|---|---|
Do not listen to Baiken propagandists, this match up is slightly advantageous.
Baiken is still a very powerful character, but Potemkin is equipped with plenty of tools to fend her off. If she tries to gluesniff through your offense, Buster will immediately make her reconsider. A proper Baiken will still be hard to deal with, you still can't autopilot her much like she can't autopilot you. |
Bridget
|
He does whatever he wants | |||
---|---|---|---|---|
Axl-tier normals, except with a better DP and asinine mobility. You'll rage over this matchup quite a bit.
] Bridget won't give a rats ass about getting Negative Penalty when avoiding you. Your large size makes you even more susceptible to Bridget's long combos as well, he can do some nasty things out of . |
Chipp
|
Either death by a thousand, or a one-hit KO | |||
---|---|---|---|---|
For all the characters prior that had "low HP and stun resistance" mentioned, Chipp is this especially.
Chipp hates this matchup just as much as you do. If Chipp ever makes a mistake, he will explode and die spectacularly. That said, you're going to be forced into lots and lots of mixups and mistakes. Hold your bearings and look for any opening in the ninja barrage, this is where a good defense is at its most valuable. |
Dizzy
|
Why did Sol have to pass down god normals to his daughter? | |||
---|---|---|---|---|
Expect to lose neutral. Dizzy can be particularly malicious against you.
Comparable to Chipp in that Dizzy is going to be playing very aggressively against you, but unlike Chipp, she's also perfectly capable of keeping you out. All in all, your life will be hell in every field, but eventually, you're getting in. Make the most of it. |
Eddie
|
More keepaway than setplay | |||
---|---|---|---|---|
This is one of those match ups where Eddie can properly utilize his shadow in neutral, making things very hard for you to get in.
You do not want this man living after one knockdown. He has weak defense and below average hp, so once you do get in, he's paste. Grind combos, and good luck. |
Justice
|
how it feels to play vs justice | |||
---|---|---|---|---|
It's hard to get in, but Justice plays similar rules to you, so it's not as insurmountable as you'd initially think.
Every hit you take will likely result in you being sent flying to the other side of the screen. |
Ky
|
France has nothing over Zeppian might | |||
---|---|---|---|---|
Ky Kiske could be described as basic, white bread, vanilla (despite his choice in marriage), and plain. That about summarizes this matchup too.
Just do your typical Potemkin stuff here. Knock him down, force mixups and grab him. Weirdly, you beat the shoto in pretty much every field here. |
Slayer
|
Slayer is going to come to you and get himself bustered | |||
---|---|---|---|---|
Boxer character with few throw invuln moves, and is woefully outranged in neutral.
He conversely is still as slippery as ever, but your toolset stops him from really doing a lot once he gets away from you. Slayer takes many risks trying to get in on you, so the situation is more skewed than you'd initially think. Keep in mind, Slayer can still mop the floor with you should you be playing crappy, it's what he's truly good at after all. |
Sol
|
Both of you are trying to grab each other, but you have better range and a better grab. | |||
---|---|---|---|---|
It's Sol Badguy. This is a relatively simple matchup, with you two sharing similar gameplans on the surface level.
Sol sports better mobility and his own set of close-range god buttons, but can ironically find it difficult to get in on you thanks to your own buttons. Flicking Gunflame can be tricky, but you're always going to want to do it when possible. Don't get cocky with busters, as he can punish you harshly on the wrong move. Overall, there's not many tricks to this matchup on either end. Do your typical Pot stuff, IB and safejump his DP, so on. |
Testament
|
Obviously, Mr. Top 1 is agonizing. | |||
---|---|---|---|---|
Flick, J.P, and air IB can disarm his nests, fortunately, but there's not much real counterplay. That means you don't need to lab anything crazy yourself, but it also means you don't have any secret special techniques to stop him with. |
Venom
|
All Hail Flick! | |||
---|---|---|---|---|
"Just flick Venom."
Venom wants to jump and wants to get balls out, because his life depends on it. Many will be afraid of going in for their usual vortex because the reward for a 90 damage combo isn't worth the risk of getting IB bustered. If you can put him on the defensive he has a lot less to do, so if you watch out for the Dead Angle it's free from there. |
Zappa
|
this character is why hatemail exists | |||
---|---|---|---|---|
It's not quite Bridget at match start, but it can get worse if the Zappa knows what he's doing. Kill him as fast as you can. Otherwise this is just the same as your average Potemkin matchup except very very hard; slowly walk forward, be patient, get a knockdown and run your vortex
Very annoying and will whittle you down steadily, but compared to his other ghosts, they're far from unmanageable.
Dog is Zappa's most powerful summon. Should Dog appear, you have a timeframe to knockdown Zappa, grab him, or pray that you are somehow able to stop him from sandwiching Dog between you and him. If this happens, you will be put in a mixup city that whittles down your high health pool way faster than you'd want. As Zappa will be staying close to you, there's the off-chance you can Slashback or Buster him, but these are extreme risks that will be punished heavily.
If he gets Sword, cry. While Dog may be better than Sword, Potemkin has a much harder time dealing with a threat from fullscreen that Sword provides than other characters do. If you beat a Sword Zappa, he is legally obligated to uninstall the game.
Your big break! Ironically, this is Zappa's worst summon. It's certainly not incredibly easy as Raoh's huge range combined with Zappa's amazing mobility can still give you great difficulty, but it's no where near as bad as Dog or Sword beyond the DP. |
BBTAG Stuff
Heart is a dumbass and I love her, just wish the game had Weiss who's my actual main in arcana heart